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Forums > Maps and Mods

10 Aug 14, 04:43
By ninja defuse
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Member
i haven't been in valve industry for a while...
does it mean that u can create custom maps to Dota2 with a different mechanic gameplay than in any classic MOBA?
10 Aug 14, 12:20
By JeffMOD
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Call 141.12
I'm not entirely sure about different gameplay mechanics, but I'm sure someone will think of something to change using the base engine entities. There were a lot of Counter-Strike maps and stuff with unique gameplay back in the day.
10 Aug 14, 13:32
By doodle
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Member
10 Aug 14, 15:47
By zeeba-G
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grey
Started learning blender. Still a total noob. The UI is excellent once you begin to get used to it.

10 Aug 14, 19:49
By Rimrook
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Guru
New gameplay from the modding community is ALWAYS out there. I mean, just look at some of the stuff I came up with. King of the Hill for HLDM, as well as Capture Points, Rat Hunt, even the Junk Machine for L4D2 that lets people build in a game that doesn't natively feature grabbing phys-objects, just to name a few.

DOTA came from a custom map IceFrog made for Warcraft III, which even then was based on Aeon of Strife from Starcraft. Now its a multi-million dollar sport.
10 Aug 14, 20:32
By Trempler
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Member
Rimrook you should map something with svencoop wink-wink - ;) With all the new entitys you could do something like in your l4d2 map!
10 Aug 14, 21:40
By Rimrook
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Guru
That would be cool chaos.

I'm actually trying to tie up my loose ends. Finishing the SMJ script is a big turning point in which I need to redirect my focus solely to that. Also, people are asking about the next Let's Build A Rocket in the messages of the SMJ facebook page, I consider that a loose end. I will make LBAR2 then focus my efforts on SMJ after all of the proofreading. I wish I wasn't the secretive type, I would describe some of the stuff I've made with full control over every aspect of a game rather than mapping and scripting for an already made game. I think good surprises are what makes a game memorable, why ruin that? I just need to focus on getting SMJ as well developed as possible. If I diversify too much, SMJ suffers. It's also difficult to show a lot of this stuff on a portfolio.
12 Aug 14, 16:44
By Lajron
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Member
Working with 3ds max







I need to make the "carpet" a little bit transparente.
12 Aug 14, 17:12
By Trempler
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Member
you need to add logic there wink-wink - ;)
Hang the carpet below the woodtrims and not through.
Atleast pretty sweet.
12 Aug 14, 20:41
By Alberto309
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Sledge-ificated!
A friend of mine tried to port his CS:GO map in the new Dota 2 Hammer.

Here's the result:



Lolz.
12 Aug 14, 21:27
By Rimrook
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Guru
At least the lighting is nice.
12 Aug 14, 22:57
By Alberto309
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Sledge-ificated!
Quote:
At least the lighting is nice.


It's weird imho. surprised - :o
12 Aug 14, 23:24
By Rimrook
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Guru
Better than how it looks when I run it. The whole thing chugs pretty bad, so Source2 is a no for me right now. That was to be expected anyway.
13 Aug 14, 00:11
By Alberto309
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Sledge-ificated!
Why this should be Source 2? It seems just the same as Source 1 with in-editor rendering features. It's still Dota 2 afaik, hence Source 1. :/

I'm just skeptic.
13 Aug 14, 01:07
By Tetsu0
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One with the Hammer
I thought Valve was well on their way with source 2 with TitanFall
---
Also playing with 3DS Max

Trying to whip up a little mod.
First step - cheap weapon re placements and proof of concept gameplay
13 Aug 14, 04:54
By Strider
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Sigh.
Quote:
Why this should be Source 2? It seems just the same as Source 1 with in-editor rendering features. It's still Dota 2 afaik, hence Source 1. :/

I'm just skeptic.

The tools run a separate build of DotA 2 that people think is running on Source 2. It's been ported over. It has an entirely new console and countless changes to the file structure and config files. The whole editor unifies models and world meshes, and does away with brushes, which is something Source 1 definitely can't do.

EDIT: Forgot to mention it's got a deferred renderer now so we can go fairly nuts with dynamic lights. It's not the original Source engine, for sure.
13 Aug 14, 08:01
By rufee
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Sledge fanboy
TitanFall probably uses a modified source engine, if you go out of your way to license source you obviously want to make it better, so its more of a custom port of source imo.

If Dota2 enables people to make levels like you could in Warcraft 3 oh boy are we in some good times.
13 Aug 14, 15:28
By Strider
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Sigh.
Still teaching myself the mesh tools. I decided to start a modular building set based on a local pub, because why not.

13 Aug 14, 15:53
By Alberto309
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Sledge-ificated!
Yeah I know that, Strider. But I would like to see its REAL potential. I'm just skeptic to call it "Source 2". Just look at the differences between HL2 and CS:GO, it's still Source, but with a lot of changes...

Damn Valve! Show yer stuff!
20 Aug 14, 07:41
By Rimrook
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Guru
The LBAR2 rocket got a makeover.



I have a ways to go before this is released. I'm trying to get end-game stats working and get nav meshes to not suck.
24 Aug 14, 05:31
By Archie
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The Best of Times
HL2 and CSGO are still recognisably the same engine, Alberto. This is a new breed for sure.

In other news, I find it quite disturbing just how fucking excited I am at the prospect of experimenting with lighting this structure in a TNNL styled map in The Core. I am basically salivating at all the possibilities.

24 Aug 14, 09:24
By ninja defuse
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Member
@strider
where i can find this editor?
24 Aug 14, 10:54
By Urby
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Rawr!
Isn't it just Hammer in the Dota2 tools?
25 Aug 14, 00:50
By Alberto309
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Sledge-ificated!
This is what an expert eye should see imho (like us), Archie.

But I've seen a lot of people that thought that CS:GO was made on a completely new engine. This for L4D2 too.

Also, on a side note: everyone knows that Valve likes to troll us. tongue - :P
25 Aug 14, 01:35
By Lajron
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Member
I'm almost done with the first house for de_havana tongue - :P






Also was experimenting with normal maps and modular mapping
25 Aug 14, 01:51
By DiscoStu
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Member
Looks good and all, but architecturally speaking, I don't see this building being in Havana.
25 Aug 14, 02:01
By Lajron
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Member
Could you maybe explain why so i can fix it?
Im not copying the cs_havana from cs:s and 1.6 i'm going for a fresh/mostly clean looking havana something like when it was build.
I'm using some images from google and AC-IV stuff for example
Link
25 Aug 14, 04:41
By DiscoStu
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Member
There are arches, there are windows, there are shutters and colours, the elements are there but they're just not put together the right way.

Things like the windows here not being centred with the arches, a detail considered very important in the day of this type of construction, and also structurally less convenient. And the balcony itself could use a few more corbels.

Or this top floor having so little headroom. The facade needs more height to accomodate a higher ceiling and the roof itself, then a railing or wall. I'd try about 48 units higher.

Other than that... I suggest looking for more photos of actual buildings in Havana as a reference.
25 Aug 14, 05:48
By Archie
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The Best of Times
Looks pretty damn good to me, but I'm not an architect.
25 Aug 14, 07:40
By Strider
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Sigh.
It's really well made but there's a few things I would play around with.

a) Dirty up those walls! The white and yellow go great together, but they look like clean office interior walls.

b) The normal map on that right modular wall is unusually strong, it makes it look plastic-y and oversharp.

Also, it's early but I'd think about unifying the colours on each individual building. I can imagine a scene full of such buildings would end up looking very visually noisy with clashing colours on every surface. You have fairly even amounts of red, white, yellow, green and plaster tones when you could get away with two of those colours and maybe a third for rare highlights.
25 Aug 14, 09:30
By Lajron
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Member
Thanks for feedback guys i changed some of the stuff.
1.Changed the architecture , hope this looks better and added more corbels also extended the top wall by 32units.
Made the textures more dirty + decals since current colours were just too bright.

2.Added more decals inside.

3.Changed the normal texture

Better now grin - :D ?

Edit: Since i made the windows model with more skins maybe this looks better?
25 Aug 14, 19:29
By DiscoStu
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Member
Looking a lot better now. Maybe it could use some sort of trim on the top floor where you made it taller. And maybe, just maybe, you could try the same above the arches on the ground floor and see how it looks.

Another note regarding the top floor. Normally in this type of architecture, square and arched windows/doors aren't mixed. Either they're all arched or they're all rectangular, by design, and if you have the two, they're grouped by floor. So in any one floor they're all the same. There are some exceptions such as grand entrances and stuff like that, but that's generally the rule. UNLESS you want to make it look like a cheap, half-assed refurbishment in which case the extra square windows wouldn't line up with anything and be of varying sizes and at varying heights and should look purposely out of place.
26 Aug 14, 00:01
By Rimrook
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Guru
Yeah that is so awesome looking. Yet I can't imagine how long it would take to make a fully realized map. I thought mapping for L4D2 was a long process. :/
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Forums > Maps and Mods

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